Howdy; thanks for the honest feedback from the previous testing session. Took a look at this month's, and August's, feedback and lumped together some changes.

GAMEPLAY:

GENERAL

  • Cap times are measured in Scout time (x2), just as a reminder!
  • I may add further details to the skybox in the future but remember that the theme of the map revolves around an expansive desert full of wavy dunes. You're not getting a lot of mesas, canyons, and cliffs.
  • Nav mesh has been adjusted accordingly, for the most part.
  • Added team-specific kill zones in BLU's spawns and RED's final spawn to prevent enemy Spies from teleporting inside; whoops.

FIRST STAGE
  • The rock formation at BLU spawn has been replaced with a shorter wooden wall to allow for rocket jumping; if spawn camping becomes an issue, I'm not opposed to putting the rock back.
  • Around point A, small health has been converted to medium, and on the Data Center roof, the full ammo has been lowered to a medium ammo.
  • To give BLU the original intended fortification that is the Data Center once point A is capped, there are now two one-way doors that lead out behind the Data Center. Just be careful since it's a dead end!
  • Clipping's been cleaned up around point A's turret towers, and a column at RED spawn.
  • BLU's respawn wave while A isn't captured is 4, while RED's is 6.
  • BLU's respawn wave while B isn't captured is 3, while RED's is 7.
  • Point A now has a capture time of 9; point B's is 6.
SECOND STAGE
  • The one-way sliding door at the end of the DOOM hallway past point C has been flipped to aid BLU.
  • Another one-way sliding door has been added to the upper floor in the fortress front entrance to further assist BLU in setting up fortifications. If needed, a one-way door can be added to the remaining doorway directly below the upstairs one, but for the time being, this hasn't been done to allow RED an alternative route back to point C if it's under attack.
  • The ceiling above point C, specifically on the upper balcony-hallway, has been raised a bit.
  • BLU's respawn wave while C isn't captured is 5, while RED's is 3.
  • BLU's respawn wave while D isn't captured is 3, while RED's is 5.
FINAL STAGE
  • Point E now has a capture time of 24, and total captures required for BLU to win has been lowered from 5 to 3. This adjustment should make E's gimmick hopefully not overstay its welcome; this can be adjusted accordingly, but expect games to vary... the joys of multiple tests, hooray.
  • Fixed an issue with some projectiles being eaten at point E; had to ungroup all of the func_breakable walls surrounding BLU spawn since it was using the grouped hitbox instead of their individual hitboxes.
Ey folks, been a while! Hope y'all are doing well.

I've spent the past few months branching out and learning some additional skills: Minecraft modding to name one example, been having fun with that.

I think I've taken a long-enough hyperfixation break from mapping, as I'm starting to miss it. So, I've uploaded the map to the testing rotation just to get refreshed on its current status. If you have any feedback you'd want to indulge right now, you're more than welcome to do so!
Ey! Minor thing: fixed a bit of clipping near RED spawn where the small health + full ammo packs are; kept getting caught in the corner between the open spawn doors. Major thing: initial round times are back at 6 minutes compared to 5, but I toned down the total amount of time BLU gets to capture a sequential point in the first two stages. Instead of getting 8 minutes when capping A or C, now BLU only gets 5. This should help RED a bit more during the earlier stages. The Final Stage, point E, should be a bit more doable for BLU since they have the extra minute to start again; they will still only gain 45 seconds for each capture, so they need to keep the pressure and defend against RED's counterattacks.
RED spawn at E sucks, it does. I've done a lot to make it suck less and bring a bit more classic DOOM into your eyeholes! Hopefully this'll do.
The new ladder flank in Stage Two was awkward with the clipping, so I went ahead and fixed it. Also patched up some weird nav mesh issues around the same area, along with the First Stage. Should all be okay now!
Ey folks! Although player numbers were scarce for the last beta, and quite frankly some feedback was pretty broad, I went with what I interpreted and did some noteworthy tweaking to some stages! I'll update screenshots in due time.

GAMEPLAY:

GENERAL

  • Cap times are measured in Scout time (x2), just as a reminder!
  • The skybox has been shown a bit of love, with it being pretty level with the gameplay area now. I may add further details in the future but remember that the theme of the map revolves around an expansive desert full of wavy dunes. You're not getting a lot of mesas, canyons, and cliffs.

FIRST STAGE
  • Health and ammo sizes have been lowered a bit around point A.
  • RED is now given a singular small health pack, and a singular full ammo pack in between the two spawn exits.
  • BLU's respawn wave while A isn't captured is 4, while RED's is 5.
  • BLU's respawn wave while B isn't captured is 3, while RED's is 8.
SECOND STAGE
  • The old ladder flank has been reintroduced but reworked to increase the travel time. It still leads to the stairwell, but now BLU must wrap around the upper front entrance complex to hop in through a window.
  • BLU has a bit of additional high ground from the billboard building to look down at point C.
  • RED has been given more advantages in order to protect point C.
    • There is a one-way gate leading from point D through a cramped new set of halls leading to C.
    • The lower deck looking out towards point D has been expanded and given easier skill-jumping to allow RED to utilize that connecting hallway.
    • RED now has an additional high ground pocket to look down upon point C, which connects to the upper hallway in the complex, and drops down to the new cramped gate room. The flooring is grating, so watch out for explosives!
    • The hallway below the previously mentioned grating is visually a nod towards old-school DOOM; if you get the reference, then you get the vibe of the map!
  • Health and ammo have been adjusted around point C.
  • The window inside the rusty building that looks onto point D has been reopened due to RED having a lot more cover to work with around point D.
  • Point C now has a capture time of 20; point D's is 12.
  • BLU's respawn wave while C isn't captured is 5, while RED's is 4.
  • BLU's respawn wave while D isn't captured is 4, while RED's is 6.
FINAL STAGE
  • Point E now has a capture time of 25, and total captures required for BLU to win has been lowered from 7 to 5. I'm sticking with my guns because it can be a clever idea, but the execution and unique nature make it a challenge to balance, and from earlier iterations, repetitive and a bit bland. It's hopefully getting there!
  • BLU's initial respawn wave at point E is 7, while RED's is 9.
It was over by point A, resetting details messed up overlay stuff, but I think I got it all fixed. Oh, and respawn timings were quite off for point E, whoops. Fixed that so now the page description and in-game respawn wave time adjustments actually line up.
Howdy! +1K downloads, between testing and exploring the map yourselves, is much appreciated. Haven't had this stroke of success in a while, so here's to continuing to grow and get this project to a decent state for the workshop!

GAMEPLAY:

GENERAL

  • Rounds now start at 6 minutes compared to 10 minutes but cannot exceed more than 10 minutes. Capturing a point adds 8 minutes to the clock to encourage the stalemate nature.
  • More flanks, routes, and cover for all stages.
  • Cap times are measured in Scout time (x2), just as a reminder!
  • When points A, C, or E are captured, RED will be forcespawned to prepare a defense for B and D, and to help reclaim E.
  • Generally speaking, BLU should now have an easier time in the First Stage, while RED has an easier time in later stages. Again, I hope.

FIRST STAGE
  • The dreaded Sniper sightlines from the turret towers and palm tree near A have been blocked off.
  • BLU has more high ground to work with when approaching point B.
  • RED's spawn no longer has the two middle shutter doors, meaning RED only has two lengthy exits out of spawn.
  • Point A now has a capture time of 11; point B's is 8.
  • BLU's respawn wave while A isn't captured is 4, while RED's is 7.
  • BLU's respawn wave while B isn't captured is 3, while RED's is 10.
SECOND STAGE
  • The ladder flank leading into the fort's front entrance where point C is no longer exists; RED should have a bit of an easier time defending the area without fear of getting flanked from every angle.
  • BLU has more high ground to work with when approaching point D from the Cargo flank.
  • There is now a small health pack inside the alleyway; this, however, will not stop crimes... we're at 9 murders in that alley!
  • The window inside the rusty building that looks onto point D has been blocked off so it isn't a super-lethal sightline.
  • Point D has additional cover for RED, as well as a bit of high ground next to the Bunker building; don't worry, the Bunker itself is still useable!
  • Point C now has a capture time of 15; point D's is 9.
  • BLU's respawn wave while C isn't captured is 4, while RED's is 6.
  • BLU's respawn wave while D isn't captured is 5, while RED's is 9.
FINAL STAGE
  • The flank from the BLU warehouse to the RED rocket building has been cut off to better protect RED's side.
  • RED has more high ground, as well as cover, to work with when approaching/defending point E.
  • BLU's side now has less health and ammo to make it more challenging to defend point E while capping.
  • Point E now has a capture time of 30.
  • BLU's initial respawn wave at point E is 9, while RED's is 7.
MISC:
  • On the map's overview page, there should be a more detailed explanation of the respawn wave adjustments for each point E capture.
  • Each point that is being sought after by BLU, a set of nav_avoids will enable/disable at random time intervals to spread the BLU TFBots out and encourage more usage of flanks. Sniping and engineering spots have been adjusted accordingly for the new flanks/routes/cover.
Eyo! I adjusted the First Stage and a tiny bit of the Final Stage. BLU should have a much easier time setting up shop on the Data Center roof with the removal of the stairs behind the Data Center, and the planks next to the front of the building. There's also a full health and ammo there for BLU Engineers to help keep their buildings alive. The Final Stage has a minor tweak of +1 second added universally to BLU's respawn waves. I'm quite frankly afraid to touch the area because it is an absolute delight to balance a unique idea, so a minor tweak like that should work.
Well I certainly beefed up RED, but I really nerfed BLU's pushing power. This beta should fix the problem... boy I love balancing. :']

OPTIMIZATION:
  • A lot of ambient generics have been removed, so hopefully that fixes the weird audio cut-outs.
GAMEPLAY:

GENERAL

  • Adjusted respawn wave times.
  • Added new routes/flanks in the First Stage.
  • Added additional teamspawn points inside spawns.
  • Fixed some clipping problems.
  • Added some lovely dustmotes to spice up the visuals of some indoor areas.
  • Skybox/ceiling playerclip has been raised; enjoy jumping!
FIRST STAGE
  • Health and ammo have been removed around point B.
  • You can now access the sentry towers in the first stage.
  • There are now more ways to access the highground around point A.
  • Grating has been added to the Data Center roof.
  • Health and ammo have been bumped up from small to medium size on the Data Center roof.
  • BLU's respawn wave while B isn't captured is 4, while RED's is 10.
  • You can now kinda climb the turbines inside red spawn. :]
SECOND STAGE
  • Health and ammo have been removed around point D.
  • BLU's spawn is now open, removing the upper doorway.
  • BLU's respawn wave while D isn't captured is 3, while RED's is 9.